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Official NHSSC Ultimate Frisbee Rules

Official NHSSC Ultimate Frisbee Rules

Section One - Players
1. Teams must consist of at least twelve players, with at least four of each gender. There is no maximum number of players a team may have on its roster.
2. The maximum number of players on the field is seven, with at least two of each gender.
3. The minimum number of players on the field is four.
4. Teams may play with reduced number of players with of each gender, provided that they instead play short by that same amount. For example, if the team only has one female player available, they may only play 7 players. If the team has none, they can only play 6 players
5. Players may be substituted for each other after scores or during timeouts.
6. All players must be registered to play on that team. Unrostered substitutes are not permitted. Teams found to have played with an illegal player shall forfeit the game.

Section Two - Equipment
1. The NHSSC shall provide all field equipment.
2. Games shall be played on a field measuring 70 yards long and 40 yards wide, or as close to those measurements as the game field will allow, with cones marking each ten-yard line. End zones shall be fifteen yards wide.
3. Teams will switch end zones during halftime.
4. Teams may bring their own frisbees for practice, but all games will be played using NHSSC frisbees.

Section Three - Game Times
1. Each game will be divided into two 20-minute halves, with a five-minute halftime.
2. Scheduled game times are forfeit times.
3. Each team is allowed one timeout per game, and must have possession of the disc to call a timeout. Timeouts last for 1 minute
4. The referee will maintain the game clock, which, except for time-outs called and halftime, shall continuously run for the 20 minutes of each half.

Section Four - Start of Game
1. The NHSSC official on site will flip a coin, to be called in the air by one of the team captains present. The winning captain will choose one of the following options:
a. Choice of offense or defense
b. Choice of end zone to start the game
2. Possession will automatically go to the opposite team to start the second half.
3. Play will begin with both teams lining up on the front of their respective end zone line. The Offensive team signals their readiness by having at least one player raise a hand above their head. The defense throws the disc to the offense, and the offense begins their possession.
4. No player on the throwing team may touch the throw-off in the
air before it is touched by a member of the receiving team.
5. If a member of the receiving team touches the disc during
flight of the throw-off (whether in- or out-of-bounds) and the
receiving team fails to catch it, the team which threw-off
gains possession of the disc at the nearest point on the
playing field.
6. If the receiving team allows the throw-off to fall untouched
to the ground, and the disc initially lands in-bounds, the
receiving team gains possession of the disc where it stops.
If the disc initially lands in-bounds, then goes
out-of-bounds, the receiving team gains possession at the
point on the playing field nearest to where the disc
first went out-of-bounds
7. If the throw-off lands out of bounds, the receiving team,
before touching the disc, makes a choice of a) Putting the disc into play at the nearest point on the playing field to where the disc crossed the
perimeter line or b) Requesting a re-throw


Section Five - Movement of the Disc
1. The disc may be advanced in any direction by completing a pass to a teammate
2. Players may not run with the disc.
3. Bobbling to gain control of the disc is permitted, but purposeful,
controlled bobbling to oneself (i.e., tipping, delaying, guiding,
or brushing) in order to advance the disc is considered traveling
and is not allowed.
4. After catching a pass, the receiver is only allowed three
steps to come to a stop and establish a pivot
foot.
5. If the receiver is running as s/he catches the disc, the receiver
may throw a pass before the third ground contact after catching
the disc without coming to a complete stop
6. If the disc is caught simultaneously by offensive and defensive
players, the offense retains possession
7. Once a players obtains possession of the disc, the thrower must establish a pivot foot and may not change that pivot foot until the throw is released
8. The thrower has the right to pivot in any direction. However,
once the defenseman has established a legal defensive position, the
thrower may not pivot into the marker
9. The thrower may throw the disc in any way s/he wishes
10. After obtaining possession of the disc, the thrower has 10 seconds to throw the disc.

Section Six - Turnovers
1. When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
2. During a change of possession, any player has a right to become the thrower.
3. The following actions also result in a loss of possession: a) If the defenseman's count reaches ten seconds b) If the disc is handed from player to player c). If the thrower intentionally deflects a pass to him/herself off another player d). If the thrower catches his/her own throw. However, if the disc is touched by another player during its flight it is considered a complete pass and is not a turnover. e) After catching the disc, an offensive receiver's first contact is out-of-bounds while still in possession of the disc.

Section Seven - Boundaries
1. Any area not on the playing field is out-of-bounds. The perimeter lines themselves are out-of-bounds.
2. A disc is out-of-bounds when it first contacts an out-of-bounds
area or contacts anything out-of-bounds
3. The disc may fly outside a perimeter line and return to the
playing field, and defensive players may go out-of-bounds in order
to make a play on the disc
4. If momentum causes a player to touch an out-of-bounds area after catching the disc in-bounds, the player is considered in-bounds. That player puts the disc into play at the spot on the Field of Play closest to where they first crossed the Perimeter Line.
5. A thrower may contact an out-of-bounds area once a pivot point has been established in-bounds
6. After catching the disc, if an offensive receiver's first contact is out-of-bounds, the disc is considered out of bounds, and a turnover occurs.
7. If a player in possession of the disc ends up completely behind the attacking Goal Line without scoring a goal according to 15.1, the player puts the disc into play at the nearest point of the Goal Line

Section Eight - The Check
1. Whenever play stops during a point for a time-out, foul, disputed possession, violation, safety stoppage or injury stoppage, play is restarted with a Check
2. All players should return to the positions they held when the event that caused the stoppage occurred, and remain there until play is restarted, except in the case of a time-out
3. If the disc was in the air when the event that caused the stoppage occurred, and the disc is returned to the thrower to restart play, players should return to the positions they held when the disc was released by the thrower
4. With the permission of the offence, the defender nearest to the thrower restarts play by touching the disc and calls "Disc In".

Section Nine - Fouls/Violations
1. No physical contact is allowed between players. Picks and screens are also prohibited.
2. When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained.
3. A violation results from a breach of the rules where no player contact has occurred
4. The following are examples of rule violations: A) Travel Violation - a receiver does not come to a stop as quickly as possible or changes direction after catching the disc. B) Pivot Violation - the thrower fails to keep in contact with the pivot point once established. C) Marker Violation - the marker encroaches into the disc width space around the thrower's upper body, or the marker uses their arms to prevent the thrower from pivoting in any direction D) Double-team Violation -

Section Ten - Scoring/End of Game
1. Each goal is worth one point.
2. The team with the highest number of goals at the end of regulation will be the winner.
3. Wins will count as two points in the standings, and ties will count as one.
4. There will be no overtimes in regular season play.
5. Teams highest in the standings will be entitled to participate in the playoff round for the NHSSC Championship Cup. The NHSSC reserves the right to decide how many teams are invited into the playoffs, any means of breaking a tie in the standings, and the playoff schedule

Section Eleven - Referees
1. Ultimate Frisbee is traditionally played without referees, and all players must abide by the Spirit of the Game, which places the responsibility for fair play on every player. However, the NHSSC will designate one game/field manager that will oversee play, keep time, enforce rules and regulations, and keep score.
2. Any player who engages in unsportsmanlike conduct, including arguing with NHSSC staff or the opposing team or engaging in gratuitous profanity, shall be warned once and then, if the behavior persists, be ejected. Any player who is ejected from two games over the course of the season shall be ejected from the league. The NHSSC official on site may, at his or her discretion, recommend further disciplinary action up to and including a permanent ban from all NHSSC activities. Any player who engages in any sort of violence, including fighting, shall be banned permanently from the NHSSC.

Section Twelve - Forfeits
1. Teams that arrive at forfeit time with fewer than six people shall forfeit the game, and the opposing team shall take the win. Teams that are unable to play at their designated game times will forfeit the game, and the opposing team will receive 2 points in the standings. Such games will not be rescheduled.
2. If both teams arrive at forfeit time with fewer than six people or fewer than two of either gender, both shall forfeit the game, and both shall receive zero points in the league standings for that game.





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